[0.2.0f] An exhaustive list of item mods that need rework.
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I talked in another post about the problems around the actual item/loot system. You can check it out in this link.
https://www.pathofexile.com/forum/view-thread/3770583 Now i'm trying to do an exhaustive list of mods that doesn't make the cut in the current game. Martial weapons:
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#% increased Physical Damage: I'll start with something radical. %IPD needs to get out. It's so important and so synergistic with Added Flat physical damage that an item without %IPD is near always bad. This would help a lot with the loot altogether, but it would need to rebalance other things to adress character powerlevel. % Increased elemental damage with Attacks: not in the same powerlevel as IPD, but this would be problematic if IPD goes away. Grants # Life per Enemy Hit: We have leech, why this mod? Accuracy rating AND LIGHT RADIUS: Light radius would make sense in a darker game with no visibility, but is not the case in poe2. Leech and life/mana per enemy killed: I think these should be merged into Leech life and leech mana. Life and mana per enemy killed are good mods, but not the most chase mods. Reduce attribute requirements: Niche mod, only useful for some cornercases (like titan's blood keystone). A brick most of the time when i find it in my items. Caster weapons
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I think this department it's in a ok state, but there is this overlap where you need Increased Spell damage + Increased your elemental damage in the same item. Those need to be merged into the same prefix to avoid this top chase combination for your build. Increased chance shock/ignite/freeze should merge into one, and create another "increased effect/duration of your ailments". #% increased Mana Regeneration Rate and #% increased Light Radius: Go away, light radius! Gain life and mana per enemy killed: I don't know but feels weird to me in caster weapons. Reduce attribute requirements: Niche mod again. Armour
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Increased Movement speed: Oh boi, i think this is the most valuable mod in the game. I always, always, ALWAYS throw away any boots with no movement speed. The game needs to be rebalance around this, and remove the movespeed mod from the items (and increase 10-20% the base movespeed to adress that). The game doesn't need to feel faster with 20% movespeed on boots, why put that mod into an item? Increased %Defenses and Added Flat Defenses: The same goes here as i have explained above with the combo IPR and AFPD. Reduced shock/ignite/poison/... duration: Merge them into one category, "reduced ailment duration". It would be nice. Flat life regeneration: very useful at the beggining of the game, but would be useful at mid and endgame if it was % life regen, and also would be useful at earlygame too. Stun treshold: I think it's useful, but something feels odd with this stat. Now is more valuable with the shield/buckler mechanics, but it would be better if it granted some other stat. Damage mods (like added flat damage/attack speed in gloves, crit chance/accuracy in helmets): It feels bad when you are caster and obtain an attack mod on those. I think they should be removed. I hope to my armour to be defensive, let the offensive options to uniques. Jewelry
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Here the things go a bit crazy with all the mods that can spawn, but i think that caster jewelry should not grant attack mods, instead put the "increased Elemental damage" here, or instead of Cast speed, put Skill speed to help Attack builds. Also, i would merge the "increased Armour/Evasion/Es" into "Increased defenses". I would remove Life and mana leech/on kill for those items, and let those mods into the weapons. About rarity
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I get it, rarity should feel rewarding in exchange of some of your power... but now you can have rarity in a good item. It would be nice if rarity filled two mods or something like that, so you are in fact exchanging power in your item for rarity. About Thorns
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I get it, it's a niche build that works now... but it feels overwhelming how much items can spawn thorns: a stat that is useless for most of the builds. It should spawn in shields or armour based body armour. Flasks and charms
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Maybe the biggest flaws are in this department The mod "Increased life/mana recovered" in flasks is straight better to increased recovery rate. Increased life/mana should retain the same recovery rate, increasing the time it takes the flask to heal you. Increased charges and reduced charges used seems the same for me. I would merge those into the same, and look for another mod. Charms and increased duration: should be a lot longer given the low uses they have. Also, charms should be reworked, as Mark said in an interview. Belts
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+ Armour: Increased Defenses, the same as said earlier. # Life Regeneration per second: Same thing as said above. Charm/Flask charges used/gained: 4 mods into this category, bricking the belt. It's not enough worth it in Poe2 to be this mod in your belt. Just merge them into one mod. Last edited by Sulik7#2502 on Apr 24, 2025, 9:18:11 AM Last bumped on Apr 24, 2025, 5:15:20 PM
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" Without a source of leech, you still have a reliable source of life gain. Furthermore, if we get some stuff like "Cannot Leech", this mod bypasses it. "It feels odd because it is. If you have a lot of life and stun threshold, it's ok. If you have a lot of ES and stun threshold based on ES, it's ok. If you play anything with a smaller hit pool, no matter your stun threshold, it's not ok. "Rarity is completely against "the vision", but still in the game. If your build is strong enough to trade some mods for rarity, you not only farm faster (stronger build), but you get better loot, thus, you double dip with strong builds. If your build is weak (off-meta) and trading mods for rarity isn't really an option, you already farm slower (weaker build), and you get less loot, double dipping getting cucked. "Personally, I would move thorns to "implicit", so ppl who want to play a thorns build can, but everyone else (the majority) doesn't get trolled by this mod. "Yep. Charms are literally trolling in their current state. Not the provided effect (like stun immunity) in general, but when it applies and more importantly, stuff like "x mana on charm use"... like... y, thanks for 5 mana. [Removed by Support]
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" I think the right call is to not include "cannot leech" mods. Right now leech isn't unfair as a mechanic. " Absolutely. Stun treshold is an odd stat, should be anything else (reduced chance to be stunned would sound more appealing) " Didn't thought about the double effect: more clearspeed, more quantity. However, in an offmeta build (as i play) the tradeoff isn't there. An item with 3-4 good mods and 1 rarity it's great to any build. Maybe it's time to rarity to go away. " Good call. Let the thorns to be some belt, shield, runes and uniques thing, not a mod stat. " Thankfully a lot of the mods are reworked, but the core system fails at preventing you the source. Also, the elemental charms should grant maximum resis (or maybe merge ailment inmunity charms with their damage type) |
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